#version 440 core

layout(location=0) in vec3 position;
layout(location=1) in vec2 texCoord;

out vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
	gl_Position = projection * view * model * vec4(position, 1.0f);
	TexCoord = vec2(texCoord.x, 1.0f - texCoord.y);
}